Talk:Bulletproof Blues 3e EN:Contents
Format
Headings
All caps.
Table Titles
Sentence case.
Power Format
- Range if normal. Brief description. Attack value. Defense value. Range if unusual.
- Longer description.
- How to break out of it.
- What happens if the target hasn't broken out of it.
Changes
- Update the GM Resources tables, Bulletproof Blues
Extraordinary AttributesMass
- Update the GM Resources tables, Bog-standard Fantasy
Extraordinary AttributesMass
- Update the GM Resources tables, Rough Magic
Extraordinary AttributesMass
- Update the GM Resources tables, ZeroSpace
Extraordinary AttributesMass
- Update the attributes tables, Bulletproof Blues
- Update the attributes tables, Bog-standard Fantasy
- Update the attributes tables, Rough Magic
- Update the attributes tables, ZeroSpace
- Replace +1 and + 1 with + Power.
- Add attribute examples for areas of expertise that are exceptions.
- Mix up the target number calculations so they aren't always 14.
- Find a synonym for "difficulty" when not used in the mechanical sense. Arduous?
- Update the rest of the tables
- Copy Equipment section to BB3 from Rough Magic and ZeroSpace
- "Value" applies only to "attribute", "action", "attack", "defense", and "difficulty"
- Bring back the Stolze section of GM Resources?
- Powers can have "Prerequisites" and "Follow through powers"
- Ranged powers default to medium range (50 meters)
- Area powers default to short range (10 meters)
- Port BB3 changes to Jazz, where appropriate.
- Update Characters chapter in BB3.
Changes (Done)
Prowess removed. Absorbed into BrawnAccuracy removed. Absorbed into AgilityWillpower changed to WillRemove/replace "melee" with "close combat"Add "close" where "hand-to-hand" is mentionedReplace "advantage" with "gift"Eliminate extreme successRemove/replace/update "Routine"Remove/replace "Demanding"Update "nigh-impossible" difficultyChange "(See margin" to "(see margin"Find and replace task difficulty examples; search for "target number" and "difficulty"Find "staggered" and figure out what to do with itFind and replace "protection value""modifier" is okay as a column heading"Rank" applies only to attributes; deprecated, remove where feasible; equipment has "rating"Find/fix "damage rating"; change to "action value"When in doubt, round fractions down."Lifts" column to "Lift" column"Throws" column to "Throw" column"Breaks" column to "Break" columnRemove/correct references to Benchmarks tableRemove references to human level Brawn doing stunning damageChange "exploding" and "explosive" completely; make radius work like range bandsPenetrating -- If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.Change "ramming" to "charging"Combine "Time And Movement" and "Order Of Play"Rewrite section "Bonuses And Penalties"Revise Endurance. Make equal to Brawn or Will, whichever is greater.Search for "level", "recover", "recovers", "once", "point of", "recently"Change "1 Endurance" to "one Endurance"Change "below 0" to "below zero" ("equals 0", "to 0")Reduce recovery time. Look at Regeneration and MeditationChange recovery to "Barring some gruesome disfigurement, a character's endurance will be completely replenished after a solid night's rest."A character who has lost more than half of their Endurance incurs a penalty die on all rollsCapitalize EnduranceCombine "Combining" and "Coordinating" attacksCheck the "Failure" section for correctnessChange "Gifts#Blindfighting" to "Actions#Sensory"Revise grapplingCheck "Blindfighting", "Sensory Deprivation", "Darkness" for accuracySynchronize Grappling from [[Rough_Magic:Actions#Grappling]Synchronize Distracting from [[Rough_Magic:Actions#Distracting]Replace bonus with "bonus die"Replace penalty with "penalty die"Make bonuses and penalties cumulative, but you can always roll at least one dieChange "greater than"/"more than"/"higher than" to "equal to or greater"/"meet or exceed"/"the target number or higher"; Look for match/matches/equal/equals/exceeds/more/greater/succeedsChange "base rank" to "base value"Change "asphyxia" to "suffocation"Synchronize "Healing"Change healing to just Power, rather than Brawn + PowerChange "Immunity To Disease" to "Immunity To Poison"Eliminate pathogen(s) and disease(s); fold into poisonsCheck the "Poison" section in ZeroSpace for correctnessCopy Poisons and Radiation from ZeroSpaceFind and fix references to Immunity and HarmonyMake Mass and integrity work the same way as Brawn and Endurance in ZeroSpaceMake sure "Movement Action" has the correct bonuses and penaltiesCheck the "Fire" section for correctnessEliminate "general" from skillsSimplify expertise, making old-expertise examples, and new-expertise apply to a (formerly general) skillAdd new-expertise to Bog-Standard FantasyClarify skill rolls as [Skill] ([Attribute]), meaning [Skill] roll based on [Attribute]Mind Shield = Will x2Remove tauntingSynchronize Life Drain, search for "ignores"Replace references to close combat and ranged combat with [Close/Ranged] Combat ([Attribute]) rollsearch and replace: Charging, Distracting, Grappling, Slamming, Sweep Attack, Taunting; Star Fighter Combat, Starship Gunnery; [Specific Weapon Type], [Specific Esoteric Power], [Specific Power], [Specific Weapon Type]Copy "Initiating Conflict" from JazzChange "henchmen" to "minions"Change task roll to [Skill] ([Attribute]) rollChange "coordinate" and "coordinating" to "combine" and "combining"Synchronize plot point description in Introduction, glossary, Creation, and ActionsSynchronize skill purchase description in Creation and IntroductionChange "repeating weapons" to "burst fire weapons"Under "burst fire weapons", change "Weapons which fire multiple rounds" to "Weapons which fire multiple times per round"Synchronize glossariesWrite "Margin Of Success (Optional)" sectionReactive defenses -- If a protective power or piece of equipment is reactive, any of the defender's dice that show a "1" are re-rolled until the die rolls higher than 1Replace "Being Prone" with "Prone Characters", including linksAdd section for "Helpless Or Unconscious Characters"Add "Restrained Characters"Change "Grappling" links to "Restrained Characters"Change "ranger" to "range" (typo)Add skill rolls to GrappleChange "close range" to "close combat range"Synchronize Telekinesis, based on GrapplingLook for "inches", "feet", "miles", "pounds", "tons" and replace with metricUpdate the GM Resources tables, heroicUpdate the attributes tables, heroicDo something about falling damageChange "Challenging (3)" to "moderate (DV 3)" or "moderately difficult (DV 3) SKILLNAME (ATTRIBUTE) roll"Change "Frustrating (6)" to "remarkable (DV 6)" or "remarkably difficult (DV 6) SKILLNAME (ATTRIBUTE) roll"Change "Nigh-impossible (9)" to "extreme (DV 9)" or "extremely difficult (DV 9) SKILLNAME (ATTRIBUTE) roll"Add "inconceivable (DV 12)" or "inconceivably difficult (DV 12) SKILLNAME (ATTRIBUTE) roll" to difficultiesIf the combined bonus dice and penalty dice reduce the number of dice rolled to zero, the task is simply impossible.Remove diplomacy as an exampleChange Social skill to Diplomacy skillMove conversation to Diplomacy skillAdd Perception (Reason) as skillRemove Perception as attributeChange Will to Presence (search for "motivations")Base sensory powers on Reason -- Sensory Deprivation, IllusionBase Telekinesis on AgilityChance Diplomacy (Will to Diplomacy (PresenceChance Manipulation (Will to Manipulation (PresenceChange Entertainment to PerformanceChange Manipulation rolls to Performance rollsChange seven attributes to six attributesChange Legerdemain to FinesseExploding damage: how is damage determined?Falling damage: how is damage determined?Revise Esoteric Power entries to specifically mention their rangeRemove references to routine. Update references to challenging (3), demanding (6), frustrating (9), and nigh-impossible (12)Find and remove run/sprint penaltiesReplace staggered with exhaustedRemove attack penalty while running or sprintingRemove "under no pressure" limitation from take the average and take the maxUpdate references to block and dodgeRemove references to coordinating attacks; redirect to combining attacksUpdate references to combining attacksRemove/update references to protection rollsMove Underwater Combat from a skill to an advantage, and update linksMove Zero-G Combat from a skill to an advantage, and update linksReplace Prowess with BrawnReplace Accuracy with AgilityBrawn vs. Brawn for hand-to-handAgility vs. Agility for rangedLightning Strike for Agility vs. hand-to-handElusive for hand-to-hand vs. AgilityResilient for ranged vs. BrawnLook up references to Elusive, and possibly add a reference to ResilientFor skill rolls: not having skill at all gives penalty (-3), having skill is base roll (+0), having expertise gives bonus (+3)All protection powers and equipment should work with either Brawn or Agility ("relevant defense attribute")Check phrasing for explosion damage and fire damageCheck fire damageMake explosions bigger?Consolidate attack attribute/damage rating into "attack rating, action value/attack value (AV)"Consolidate defense attribute/protection rating into "defense rating, difficulty value/defense value (DV)"Damage rating and protection rating and rank are all numeric: endurance levels are textual (one, two, etc.).Note the difference between astrogation and orbital mechanics.Drop "task" from "task roll".Move Setting to chapter after Introduction chapterStandardize capitalization of headingsStandardize capitalization of table titlesFor heroic games, make rank 8 the peak of human potential. For superheroic, it's 4.Change "clean and jerk" to "deadlift".Change jumping, swimming, and walking to exponential curves.
New Complications
Musclebound
The character has greater strength than they are able to use effectively in combat. In hand-to-hand combat, the character's attack value is based on one-half of the character's Brawn (rounded down). The first time a musclebound character misses with a hand-to-hand attack during a game session, they receive one plot point. This plot point is lost if not used by the end of the game session.
New Advantages
Lightning Strike
A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When in close combat, the character may substitute their rank in Agility for their rank in Brawn when determining their attack value (AV). The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect, depending on the specifics of the character's archetype and abilities.
Notes
- recalculate character costs and point levels for removing 1 attribute (removing Prowess and Accuracy, adding Power).